Tag Archives: metroid

Axiom Verge, therefore, could have certainly benefited from additional, and more specialized, help in some of its supporting elements. Nonetheless, when judged in terms of gameplay, by far the most important component of the medium it belongs to, it amounts to a title that is downright stunning, especially when one considers it was entirely built by a pair of hands. The eight-hour adventure that takes place in its dark caves and shafts, which can last for far more in case players look to achieve full completion, easily stands side-by-side with the installments from the classic saga that inspired it. While Nintendo infinitely delays the release of the next sidescrolling Metroid, Axiom Verge rises as an excellent option to anyone craving for an adventure of the sort; and, truth be told, when that long-awaited game does arrive, Thomas Happ’s creation will not be too far behind in terms of level design intricacy.

Metroid: Samus Returns, however, has some quirks of its own, which make it somewhat unique when compared to the sidescrollers that represent the pure and classic Metroid gameplay: namely, the original game and Super Metroid. While some of its defining traits come from the source material on top of which it is built (Metroid II), others are new ideas implemented by Nintendo and MercurySteam. And those two sets of elements come together to form quite an experience.

Through so many years of so many letdowns, it is clear that some fans turned their backs on Nintendo either due to one of those doubtful moves or because of the sum of all parts. However, the number of people who decided to forgive, wait and develop – once more – trust in the company’s abilities were fairly rewarded. For every appealing Eastern game that was not localized to the West there was an incredible RPG; for every year that Samus stayed in the limbo there were five hours of gameplay in the fantastic trilogy that followed the lull; for every horrible Mario game there was an adventure featuring the plumber that blasted into historical greatness; for every ridiculous song in Donkey Konga there was a stage exploding in creativity in Donkey Kong Country Returns and its sequel; for every CD-i Zelda game there were many unforgettable Hylian adventures; for every inadequate Star Fox game there was a new IP or a fun adventure starring a reborn Kirby; for every botched up relationship with third-parties there were unexpected partnerships that resulted in incredible titles; and for every disastrous system there were more than plenty of successful ones.

If during E3 2016 Nintendo did not have much to show other than The Legend of Zelda: Breath of the Wild, which was pretty understandable given the colossal impact the game had, E3 2017 was a quite different scenario. Looking to power the Switch through its first year of life while keeping the flame of its sales phenomenon pretty well-fed with oxygen, and trying to show gamers that the 3DS is still a system that will receive their support, the company gave fans quite a bit to look forward to. Games that were still unknown to the general public were revealed, and upcoming projects whose names have been written on people’s calendars for quite a while were further detailed.

Consequently, if there was a game in the Nintendo lore that claimed for a remake, that game was Metroid. In 2004, amidst a rather bountiful period that saw the franchise gain four new installments in the span of just two years, Nintendo delivered that overhaul under the appropriate moniker of Metroid: Zero Mission. Metroid, then, supported by hardware whose strength was more than appropriate to house an undertaking of its stature, got its second chance to prove itself. The opportunity was not forfeited: the series got one of its strongest and purest outings, and the Game Boy Advance became the home to one of Nintendo’s greatest portable titles.

Theoretically, spin-offs of – or new takes on – Nintendo’s major franchises should be happily welcomed, as the company’s characters are incredibly beloved and the settings of their quests are remarkable. However, as of late, the company has been badly failing in the handling of these efforts. The new Pikmin, after a series of recent disappointments, is the opportunity for a great brand new start in that regard, showing to the company that such projects should not only understand the hearts of the sagas they are tackling, but also be accompanied by a satisfying stream of releases from their main lines of games.

The split and more digestible overworld, the fact that Samus has got some close company to deal with the current galactic menace, and the more frequent shooting segments will undoubtedly bother some fans. In the end, though, Metroid Prime 3: Corruption is excellent; a fitting closing chapter to one of gaming’s finest trilogies and a title that is able to give closure to the themes and stories approached in the three installments that make up the Metroid Prime saga. A technically perfect game with an extremely smooth and intuitive control scheme that takes full advantage of what the Wii offers, it streamlines the traditional Metroid gameplay to embrace a new audience while doing a great job at preserving the franchise’s key characteristics: its overwhelming power of immersion, its ominous loneliness, and the engaging process of figuring out its maze-like maps.